1 | struct v2p |
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2 | { |
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3 | float tc0: TEXCOORD0; // Center |
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4 | float tc1: TEXCOORD1; // Center |
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5 | float tc2: TEXCOORD2; // Center |
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6 | float tc3: TEXCOORD3; // Center |
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7 | float tc4: TEXCOORD4; // Center |
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8 | float tc5: TEXCOORD5; // Center |
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9 | float tc6: TEXCOORD6; // Center |
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10 | } |
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11 | |
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12 | |
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13 | uniform sampler2D s_distort; |
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14 | uniform hlf4 e_barrier; |
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15 | uniform half4 e_weights; |
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16 | uniform half4 e_kernel; |
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17 | |
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18 | half4 main(v2p) : COLOR |
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19 | { |
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20 | |
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21 | |
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22 | // discontinuity filter |
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23 | /*float nc = tex1D(s_normal, I.tc0); |
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24 | float nd; |
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25 | |
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26 | nd.x = dot(nc, float3(tex2D(s_normal, I.tc1)); |
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27 | nd.y = dot(nc, float3(tex2D(s_normal, I.tc2)); |
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28 | nd.z = dot(nc, float3(tex2D(s_normal, I.tc3)); |
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29 | nd.w = dot(nc, float3(tex2D(s_normal, I.tc4)); |
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30 | |
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31 | nd -= e_barrier.x; |
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32 | nd = max(0, nd); |
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33 | |
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34 | float ne = saturate(dot(nd, e_weights.x)); |
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35 | |
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36 | float 4 tc5r = = I.tc5.wzyx; |
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37 | float 4 tc6r = = I.tc6.wzyx; |
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38 | */ |
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39 | |
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40 | } |
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41 | |
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42 | |
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43 | |
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44 | |
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45 | struct fragment |
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46 | { |
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47 | float4 pos: WPOS; // normalized screen position |
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48 | float4 texCoord: TEXCOORD0; |
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49 | }; |
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50 | |
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51 | struct pixel |
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52 | { |
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53 | float4 color: COLOR0; |
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54 | }; |
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55 | |
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56 | |
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57 | pixel main(fragment IN, |
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58 | uniform sampler2D colorsTex1, |
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59 | uniform sampler2D colorsTex2) |
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60 | { |
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61 | pixel OUT; |
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62 | |
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63 | float4 col1 = tex2D(colorsTex1, IN.texCoord.xy); |
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64 | float4 col2 = tex2D(colorsTex2, IN.texCoord.xy); |
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65 | |
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66 | const float x = 0.5f; |
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67 | OUT.color = col1 * x + col2 * (1.0f - x); |
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68 | |
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69 | return OUT; |
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70 | } |
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